Undilated delta seconds

Hi all,

I’m currently working on a game where I need to dilate the time scale for some objects but not for others. I was currently planning on doing this by setting UGameplayStatics::SetGlobalTimeDilation slow down the game and then use an undilated version of the delta time in the tick event for the objects that are not going to be dilated. The problem I’m finding however is I don’t see a way to get an undilated version of the delta time from tick. I was wondering if anyone knew of a way to get the undilated version?

Thanks :smiley:

Yea, just easy maths. You have to use:
deltaTime = deltaTime / TimeDilation

Thanks for the quick reply! That does seem like the best way and I’ll give it a shot. I was originally thinking that at low time scales recalculating it might lead to inaccurate results. However I decided to test what the error would be on doing it that way and its working just fine. Thanks again.